Frankie

(Frankie) #1

Nina Freeman never expected to end up writing video games.
“I’ve always lovedplaying games and played a lot through school,
but in undergrad college I was super-focused on poetry,” she says.
However, the shift from studying literature to designing and writing
games was not so much a leap from one to the other as a collision of
the two. “I’ve always written personal stories, so I thought it would be
the natural thing to work on in games,” she says. The result is a
collection of deeply personal video games exploring sex, intimacy, and
the sometimes emotional clusterfuck that is being a young woman.


The catalyst for Nina’s gear change was a spell of post-college
uncertainty. Having finished her studies, she started making friends
with some New York developers, accompanying them to ‘game jams’
(think musical jam sessions, but for making video games). These new
pals introduced her to indie titles such asGone HomeandKentucky
Route Zero– exploration games that focus heavily on story and
character development. For Nina, this sparked a revelation. “I was
like, ‘Oh, these smaller games kind of feel like what I’ve been doing
with poetry, so maybe I can do this kind of storytelling!’ I was
so excited by the idea.” She began working with friends to make
games in what’s become her signature style: unflinching snapshots
of young women’s lived experiences, many of which draw directly
from her own.


“I care a lot about showing women’s stories as they are,” she says.
“There aren’t many games in the mainstream that show sex and
intimacy honestly. I do this because it’s been part of my practice for
so long, but I also feel good about contributing to a body of work
that's really important.” And Nina has contributed a helluva lot,
creating projects such asFreshman Year(all about being ditched by
a friend at a college bar);Lost Memories Dot Net(exploring teenage
crushes while building a teenage girl’s blog); andCibele(a look at love
and sex online, drawing from Nina’s personal archive of photographs,
poetry and blog posts). The games bring up big, real and familiar
feelings, while also allowing both the player and character a kind of
agency that’s tough to achieve through other creative mediums.

“I think games are pretty close to theatre, in that they help the player
get into character and read between the lines by using systems,”
Nina says. “It’s something poetry can’t really do.” While her focus
is primarily on telling good stories, Nina is aware of the cultural
lens through which her work is being played. Her references to
early 2000s internet culture – anime fanpages, personal websites,
chatrooms and blogs – have been criticised by some, despite the fact
nearly everyone, from movie studios to console companies, seems
to be riding a nostalgia wave these days. “A lot of the dismissal of
nostalgic things like old anime, Neopets or Gaia Online is because
it’s a woman’s experience – it’s viewed as silly little kid stuff that’s
not really that important,” she says. “Funny that for some people
the nostalgic references in my work devalue the more universal
experiences, like having a middle school crush, all because it’s
told in a woman’s space.”

Even in the face of this weird, skewed scrutiny, Nina continues to
fill her stories with real-world details, and to create projects with
a strong narrative focus. In fact, she now works for The Fullbright
Company, who createdGone Home– the game that kicked this whole
journey off. “It made perfect sense for me to go to Fullbright,” she
says. “It’s a studio that does stuff I’m interested in as a writer, telling
stories about real people and not shying away from intimate life stuff.
Also, more than half the company are women, so that’s bad-arse.”

life on screen


DON’T EXPECT TO FIND GUNS OR


CAR -RACING APES IN NINA FREEMAN’S


VIDEO GAMES.


Wor d s Tegan Webb


Photo

Anja Charbonneau

my project
Free download pdf